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Dumb Scenario Mod Question
Posted: Thu Feb 10, 2005 3:19 am
by scout1
I've been thinking about all the great work that many people have done with scenario mod's, map mods, etc ....
I have a dumb question (and no I'm not suggesting it, just curious). Given the amount of changes that various people have done, is it possible to mod the map and database to actually create a Med or Atlantic scenerio ?[&:]
RE: Dumb Scenario Mod Question
Posted: Thu Feb 10, 2005 4:32 am
by Tankerace
Its possible, actually the database (devices, ships, lcus, leaders, etc) would all be relatively easy.... relatively that is to creating an entirely new, accurate, and detailed map. But you would need.
An all new, built from Scratch OOB (Devices, classes, ships, planes, air groups, locations, LCUs, pilots, and Leaders)
All new graphics for both classes and aircraft
An entirely new built from Scratch map, with accurate, reliable data.
This is in lieu of all research and planning.
Then after all that you have to actually create scenarios and such.
Possible, but assuming the CHM team was able to pitch in as many hours as possible, without any side projects (War Plan Orange, in my case) it would take 6 months to a year to do.
RE: Dumb Scenario Mod Question
Posted: Thu Feb 10, 2005 4:38 am
by scout1
Figured it would be a huge task. Just was curious as to whether anything currently prevented it.
RE: Dumb Scenario Mod Question
Posted: Thu Feb 10, 2005 4:56 am
by Tankerace
Technically, only time and will prevent it. The sky is the limit. Well, that is 32,760 feet is the limit in WitP [:D]
RE: Dumb Scenario Mod Question
Posted: Thu Feb 10, 2005 5:06 am
by Bodhi
ORIGINAL: Tankerace
Its possible, actually the database (devices, ships, lcus, leaders, etc) would all be relatively easy.... relatively that is to creating an entirely new, accurate, and detailed map. But you would need.
An all new, built from Scratch OOB (Devices, classes, ships, planes, air groups, locations, LCUs, pilots, and Leaders)
All new graphics for both classes and aircraft
An entirely new built from Scratch map, with accurate, reliable data.
This is in lieu of all research and planning.
Then after all that you have to actually create scenarios and such.
Possible, but assuming the CHM team was able to pitch in as many hours as possible, without any side projects (War Plan Orange, in my case) it would take 6 months to a year to do.
No mention of AI, so I assume you're talking about a PBEM version only?
RE: Dumb Scenario Mod Question
Posted: Thu Feb 10, 2005 5:13 am
by Tankerace
It would have to be. In theory we could create a scenario AI with the editor, but after the first round of playing you'd know exactly what the enemy was going to do. The AI would probably require a total rework, for it to be anywhere near capable.
RE: Dumb Scenario Mod Question
Posted: Thu Feb 10, 2005 5:16 am
by Bodhi
ORIGINAL: Tankerace
... but after the first round of playing you'd know exactly what the enemy was going to do. The AI would probably require a total rework, for it to be anywhere near capable.
I've heard some say that it needs this for the Pacific version as well.[:D]
RE: Dumb Scenario Mod Question
Posted: Thu Feb 10, 2005 7:58 pm
by Bradley7735
I'm not sure how these things work, but...
What about the rules regarding LCU's entering zones to affect arrival dates? (USSR activation, militia in SE Asia, US reinforcements via West Coast activation, etc)
I thought that Andrew couldn't affect the hex's that were hard coded with these rules. So, your med or atlantic map would need to "fit" within certain parameters related to the WITP map. These hard coded hexes could cause crashes if certain criteria are not met.
But, you could proabaly get 99% of the way there, especially with a player vs player game. I doubt the AI could handle the changes.
RE: Dumb Scenario Mod Question
Posted: Thu Feb 10, 2005 10:03 pm
by Andrew Brown
ORIGINAL: Bradley7735
What about the rules regarding LCU's entering zones to affect arrival dates? (USSR activation, militia in SE Asia, US reinforcements via West Coast activation, etc)
I thought that Andrew couldn't affect the hex's that were hard coded with these rules. So, your med or atlantic map would need to "fit" within certain parameters related to the WITP map. These hard coded hexes could cause crashes if certain criteria are not met.
Yes, that is a problem. I think that the USSR area is hard coded, and also the malaria areas, at least in part. I have yet to work out how the malaria mapping is done, but it would probably be a problem. Weather areas and control zones would have to be considered too.
As Tankerace says, it would be a HUGE task.
Andrew
RE: Dumb Scenario Mod Question
Posted: Thu Feb 10, 2005 11:36 pm
by Bradley7735
Hi Andrew,
If you can't change the malaria in the editor for bases (assuming the malaria is hard coded to the map), AND your map has distances moved (bases are not in the exact same hex's as Matrix's map), then do all the bases that are supposed to have malaria have malaria in your map mod? And, those that don't, don't?
bc
RE: Dumb Scenario Mod Question
Posted: Thu Feb 10, 2005 11:39 pm
by eMonticello
Not only a huge task, but you only have a small map.

RE: Dumb Scenario Mod Question
Posted: Sat Feb 12, 2005 12:34 pm
by Andrew Brown
ORIGINAL: Bradley7735
Hi Andrew,
If you can't change the malaria in the editor for bases (assuming the malaria is hard coded to the map), AND your map has distances moved (bases are not in the exact same hex's as Matrix's map), then do all the bases that are supposed to have malaria have malaria in your map mod? And, those that don't, don't?
bc
I haven't checked all of the bases, but in general it seems that they are the same. Although I think that map position is important, I have also found out that some base numbers are hard coded to override that - at least Singapore is, as it is always malaria free even if moved to a malarial part of the map. I still don't know how it really works, though. I definitely want to work it out one day as I want to add a malaria zone boundary to my map.